Contents

Lore

Biography

Previous Bio

With each arrow she fires from her ancient ice-enchanted bow, Ashe proves she is a master archer. She chooses each target carefully, waits for the right moment, and then strikes with power and precision. It is with this same vision and focus that she pursues her goal of uniting the tribes of the Freljord and forging them into a mighty nation.

As a child, Ashe was always a dreamer. She marveled at the colossal, abandoned fortresses of her ancestors, and spent hours by the fire listening to tales of the Freljord's fabled champions. Most of all she loved the legend of Avarosa, the renowned Queen of the once magnificent and united Freljord. Though her mother chided her foolishness, Ashe swore one day she would join the scattered and warlike tribes of the tundra. She knew in her heart that if her people would stand together once more, they would reach greatness again.

When Ashe was only fifteen, her mother was killed while commanding the tribe on a brash raid. Suddenly thrust into the role of leader, Ashe made the difficult decision to follow her childhood vision instead of seeking the revenge she craved. She spoke passionately against her tribe's demand for retribution, declaring the time had come to put blood feuds aside and broker a lasting peace. Some of her warriors questioned her fitness to rule and soon hatched a treasonous plot to kill the young leader.

The assassins struck while Ashe was on a routine hunt, but their plan was interrupted by the warning cry of a great hawk. Ashe looked back to see her tribesmen approaching with swords drawn. Outnumbered and overwhelmed, Ashe ran for hours. She found herself deep in uncharted territory, her weapon lost in the chase. When she heard another cry from the hawk, Ashe put her faith in the strange creature and followed it to a clearing. There she found the bird perched on a pile of stones - an ancient Freljord burial cairn. With a last glance at her, the hawk screeched and flew away. Approaching the mound, Ashe felt her breath turn to frost and an unnatural cold chill her to the bone. The stone at the top of the cairn was marked with a single rune: Avarosa.

The assassins burst into the clearing. Ashe lifted the runestone from the cairn to defend herself, revealing something hidden underneath: an ornate bow carved from ice. She grasped it, crying out in pain as frost formed on her fingers, and tore the bow from its resting place. Cold flowed from the enchanted weapon into Ashe, awakening a tremendous power that had always lived within her.

Ashe turned to face the assassins. She drew the bow, and by sheer instinct, willed arrows of pure ice to form from the cold, crisp air. With a single frozen volley, she ended the insurrection. Carefully replacing the cairn stone, she gave thanks to Avarosa for her gift, and returned home. Ashe's tribe immediately recognized the legendary weapon in the archer's hand as a blessing from the ancient Freljord queen herself.

With Avarosa's bow and her vision of peaceful unification, Ashe's tribe soon swelled, becoming the largest in the Freljord. Now known as the Avarosan, they stand together with the belief that a united Freljord will once again become a great nation.

One of the perennial favorites of summoners in the League of Legends is the Freljordian beauty known as Ashe. She is a direct descendant of Avarosa - one of three legendary sisters who each claimed dominion over the scattered tribes dwelling in the icy tundra of northern Valoran. Ashe mirrors her ancestor's unparalleled mastery of the bow, earning her the title of "The Frost Archer" the way Avarosa did during her era. Ashe is a literal Princess amongst her people, though she prefers to be addressed by outsiders as her tribal title rather than any form of royal moniker. There are those in Freljord, however, that would prefer to address Ashe as the late Frost Archer; the other two tribes that are descendants from the Three Sisters are historically sworn enemies of Ashe and her people. Having survived more than one assassination attempt in her life, Ashe is always aware of her surroundings regardless of where she is.

Ashe originally came to the Institute of War in service of the League summoners, seeking enough influence and favor to finally bring peace to her realm - one that has endured civil strife since Avarosa and the Time of the Three Sisters. With countless victories under her belt, she has started to put the influence she has earned in the League to use. Rumors abound that Ashe has begun to associate herself with fellow champion Tryndamere outside of the Fields of Justice. While she denies such talk as frivolous, all eyes will remain on Ashe now that her success in the League may finally allow her to restore lasting peace to her people.

"It's a good idea to spread out. Ashe can hit five birds with one arrow."

Abilities

Ashe's critical strikes deal no extra damage, but they triple Frost Shot's slow, decaying to the base amount over the 1 second.

Slow: 10-20% (at levels 1-18)

Bonus Damage:10% + [Critical Chance × (1 + Bonus Critical Damage)]%AD

Ranger's Focus

[Q]

Cost: 50 Mana + 4 Focus

Passive: Basic attacks grant Focus for 4 seconds, stacking up to 4 times. Stacks fall off one at a time, and at 4 stacks, Ranger's Focus can be cast, consuming all Focus.Active: For 4 seconds, Ashe gains bonus Attack Speed, and her basic attacks fire a flurry of arrows dealing physical damage. During this time, she does not stack Focus. Ranger's Focus applies

Attack Speed Bonus: 20 / 25 / 30 / 35 / 40%

Total Damage Per Flury: (+105 / 110 / 115 / 120 / 125% total)

Volley

[W]

Cost: 50 Mana

Cooldown: 15 / 12.5 / 10 / 7.5 / 5 seconds

Area of Effect: 1200

Active: Fires arrows in a cone, each dealing physical damage.

Champion hits count as Critical Strikes for the purpose of Frost Shot.
Enemies can block multiple arrows, but only take damage from the first.

Damage Per Arrow: 20 / 35 / 50 / 65 / 80 (+100% total)

Hawkshot

[E]

Cost: 1 charge

Cooldown: 5 seconds

Range: Global

Active: Ashe animates a hawk to scout for her, granting sight for 2 seconds as it flies towards a target location. Hawkshot grants sight of the area for 5 seconds when it reaches its destination.

Hawkshot stores up to 2 charges upon reaching rank 2.

Recharge Rate: 90 / 80 / 70 / 60 / 50 seconds

Enchanted Crystal Arrow

[R]

Cost: 100 Mana

Cooldown: 100 / 90 / 80 seconds

Range: Global

Area of Effect: 250

Active: Ashe launches a crystal arrow of ice that stuns the first enemy Champion hit, dealing magic damage. The farther the arrow flies, the longer the stun, up to 3.5 seconds. Surrounding enemies take half damage and are slowed.

With the last few tweaks to Ashe, we’ve delved pretty deep into the idea of what she should and shouldn’t be doing. Ashe should win fights by keeping opponents in the sweet spot between the range of her basic attacks and Volley, but not close enough to retaliate. When she can win stat-checks against opponents who get in range to fight back, much of that gameplay falls away.

Currently, Ashe’s opponents have few real options to deal with her. They can run (and be slowed until they die) or they can fight (and lose to her high dps). We’re upping Ashe's ability to keep opponents at a distance, but decreasing her damage so opponents have a little more time to close the gap and a fairer chance of winning the fight when they do.

Passive - Frost Shot

BASE SLOW :[5-25% (at levels 1-18)]⇒ 10-20% (at levels 1-18)

SLOW ON CRITICAL HIt :[Double the base slow]⇒ Triple the base slow

CRITICAL SLOW DECAY : Critical slows decay to the normal slow value over [the full slow duration]⇒ the first half of the slow duration

Ashe’s Volley cooldown was originally tailored for a world where Marksmen didn’t have much access to cooldown reduction. We’re no longer in that world - Essence Reaver has worked its way into Ashe’s preferred itemization. Volley’s cooldown has become problematically low, even for an ability designed to have a low cooldown in the mid/late-game.

For the past few patches, Ashe has pushing the upper limit of what can reasonably be called a ‘utility marksman’. Picking her should signal a priority on utilizing her unique aspects (global engage) at the cost of damage output, but at her current power level that tradeoff simply doesn’t exist. Hitting Ashe’s top-tier DPS opens room for other marksmen to compete while preserving the game-changing global pressure and vision control only she can bring to the bot lane.

As a 'utility carry', Ashe's strengths lie in kiting her pursuers rather than the consistent damage output of other marksmen. Embracing that style, however, can prove detrimental (even when she’s doing it right) due to the harsh restrictions on Ranger's Focus. We don't want the punishment for a single positioning error to be so binary, so we're making it harder for Ashe to lose focus when distracted.

Q - Ranger's Focus

FOCUS ENERGY : Focus stacks [fall off entirely after 4 seconds]⇒ fall off one at a time after 4 seconds

Just doing a little cleanup. A big part of the marksman itemization changes were to help reinforce critical strike as a key stat for the class, and Ashe's main spell wasn't playing nice with it. Now it does!

Q - Ranger's Focus

CRITICAL FLURRY : Fixed a bug where all five arrows in a flurry shared the same critical strike status. Critical strikes are now properly determined per individual arrow.

v5.22Ranger's Focus only stacks on basic attacks, but has no cooldown. Critical Strikes now double slow.

With crit chance becoming a more prominent fixture of Marksmen itemization, we're reintroducing the stat to Ashe's repertoire while retaining her unique interactions with it. Paired with the new always-on paradigm of Ranger's Focus, we're pushing Ashe's style of combat to favor the drawn out engagements rather than quick bursts.

"Ranger's Focus is intended to provide a big payoff in spikes of damage for investment in the form of time spent building up Focus stacks. Currently this isn't actually the case, with would-be divers of the Frost Archer finding themselves gunned down by a flurry before the fight even starts (often thanks to tossing Volley into a minion wave or horde of enemy champions) and gaining access to her steroid instantly. Removing her immediate access to its powerful damage boost evens the playing field for her predators, requiring her to stay frosty in order to focus them down."

Q - Ranger's Focus

NOW REQUIRES ACTUAL FOCUS : Now only grants 1 stack per Volley or Enchanted Crystal Arrow

"League's most senior Marksman recently got some pretty big changes, and while she's certainly more satisfying to play, her damage is a little out of hand for such a utility-based champion. We're hitting some of her lane-bullying and tower-shoving potential to preserve her unique role as a more 'support-carry' as we take a deeper look at how she's settling into the competitive landscape for future follow-up."

General

ROYAL ARMORY : Recommended items updated

Q - Ranger's Focus

SAVE IT FOR SOMETHING THAT CAN FIGHT BACK : The 5-stack flurry attack no longer triggers on attacks against turrets

W - Volley

DAMAGE : 40/50/60/70/80⇒ 20/35/50/65/80

E - Hawkshot

VISION RADIUS WHILE TRAVELING : 1500⇒ 1000

NEED EYES ON 'EM : Hawks update their vision more frequently as they travel

v3.10Summary: While cleaning up Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.

Hawkshot retains the passive gold gain on kill and can now ba ctivated to shoot an invulnerable, untargetable scouting hawk toward a target location. The hawk will reveal terrain as it travels, and grant vision of the end area for 5 seconds.

Enchanted Crystal Arrow

Fixed a bug where it was slowing for too long at ranks 2 and 3

Fixed a bug where it was stunning for more than the maximum stun duration

Tools

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